using Godot;
using System;
using System.Threading;

public partial class EnemyStay : BehaviorBase
{
    private int stayTime = 100;
    public override BehaviorResult tick(Node _actor, Node _blackBoard)
    {
        return BehaviorResult.SUCCESS;
        if (stayTime <= 0)
        {
            GD.Print(_actor.Name + "结束停留状态");
            stayTime = 100;
            return BehaviorResult.SUCCESS;
        }
        else
        {
            GD.Print(_actor.Name + "进入暂停状态" + stayTime);
            stayTime--;
            return BehaviorResult.RUNNING;
        }

    }
}
